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Ultima IV 
Quest of the Avatar 


by Lord British 
Apple II Version 


A) Attack - Attempt to engage thy foe with the weapon thou hast readied 
(Ready Weapon command); must be followed by the direction of 

thy foe. 

B) Board - Board a vessel or mount a horse. 

C) Cast - Cast a magical spell; must be followed by the number of the 
player who wishes to cast it ( not needed in combat or in dungeon 
rooms), and then the first letter of the desired spell. Note: All spells 
must have reagents mixed in advance of casting. 

D) Descend - Climb down ladder to next level of dungeon or building. 

E) Enter - Go into such places as villages, townes, castles, dungeons, 
and shrines. 

F) Fire - Fire a ships cannons (once thou hast Boarded); must be fol- 
lowed by a direction. Note: Broadsides only! 

G) Get Chest - Attempt to open (and disarm, if trapped) chest; must be 
followed by the number of the player who wishes to open the chest; 
except during combat and in dungeon rooms. Note: Tis wisest to use 
the player with the highest Dexterity when examining potentially dan- 
gerous chests as this lessens the chances of setting off any traps. 

H) Hole up and camp - Set up camp to rest and recover from thy wounds. 
Note: This command may only be used with limited frequency. 

I) Ignite a torch - Light a torch for illumination in dungeons. Requires a 
special item. 

J) Jimmy lock - Use a magical key to unlock a sealed door. Must be fol- 
lowed by the direction of the door that thou dost wish to unlock. 

K) Klimb - Climb up a ladder to the next level of a building or dungeon, or 
to reach the surface from the topmost level of a dungeon. 

L) Locate position - Requires a special item. 

M) Mix Reagents - Prepare material components of spells for later use. 
Note: Thou must have reagents mixed ahead of time in order to cast any 
spells. When asked "Reagent:", type the letter corresponding to the 
reagents desired, and then type [Return] when thou wish to mix them. 

N) New order - Exchanges the position of two players indicated within thy 
party, except for player # 1 , for thou must lead the party. 

O) Open door - Open a door in the direction indicated. 

P) Peer at gem - Requires a special item. 

Q) Quit & Save - Saves the current game status to disk; thou may con- 
tinue after this command or power down thy computer. 

R) Ready a weapon - Equip a player with the weapon of thy choice (if 
owned) for use in combat. 

S) Search - Search thy exact current location for unusual items. 

T) Talk - Allows a player to converse with merchants or townsfolk in the 
direction indicated. (See Special Note below.)* 

U) Use - Use an item thou hast found during play by means of the 
"Search** command. 

V) Volume - Toggles sound effects on or off. 

W) Wear armour - Outfits a player with the armour of thy choice (if owned) 
for defence in combat. 

X) Xit - That's (e)xit thy current form of transportation and continue on 

Y) Yell - Yell "giddyup" or "whoa" to speed up or slow down thy horse. 

Z) Ztats — Displays the status and attributes of a selected player; If is 
pressed instead of a player number, this command will display the lists 
of weapons, armour, items, reagents, and mixtures. The left and right 
arrow keys will scroll through these lists, while pressing any other key 
will return thee to game play. 

* Special Note: Talking with the people found in the game is one of the most 
important features of Ultima IV to master. It is virtually impossible to solve 
thy quests without talking to virtually all people in each towne. Each person 
with whom thou dost Talk is capable of a full conversation. They can be 
asked about their "Name" "Job," and "Health ." You may "Look" again at their 
visual description. From this information thou shouldst be able to discern 
what else they might know, hinted at directly by use of the precise words in 
the conversation. E.g., if thou were to ask Dupre about his "Job" and he were 
to respond "I am hunting Gremlins," thou might think to ask him about 
"Hunting" or "Gremlins" - about either of which he might offer 
some insight. 

Each of these people might ask of thee a question as well; be sure to 
answer the question honestly, for dishonesty will be remembered and not 
reflect well upon thee for the rest of the game. Often thou shalt not know 
what to ask a townsperson until thou hast been told by another: E.g., lolo 
the Bard might tell thee to ask Shamino the Ranger about swords. Even if 
thou hadst met Shamino earlier thou wouldst not have known to ask him 
about swords, and thus thou wouldst have to seek him out again if thou dost 
wish that knowledge. 

Some of the people that thou shalt meet may be willing to become thy 
travelling companions. If thou dost wish for a character to become a player 
in thy party, thou must ask them to "Join" thee. Tis most wise to strengthen 
thy party as rapidly as possible, up to the seven companions thou shalt 
need to complete the game. When thou art through with a conversation, 
then speak the word "Bye" as an accepted means of politely ending 
thy conversation. 

Be sure to keep a journal of thy travels! Many of the clues to solving the 
quests of Ultima IV are contained in the various and diverse conversations 
thou might have with the various townsfolk. It would be next to impossible 
to solve this game without some means of referring back to prior conversa- 
tions held during play. 

Be sure to thoroughly explore the cities and townesi Many of the quests 
within Ultima IV are contained entirely within individual cities. Tis wisest 
to spend a great deal of time seeking out the answers that lie hidden in each 
one of the various townes of Britannia, before moving on to another. 

NOTE: During thy conversations with people in Ultima IV, thou may feel the 
impulse to show thy generosity to less fortunate fellows. Thou may do so by 

saying: "Give". 

Ultima IV has a built-in keystroke buffer that permits thee to type up to eight 
(8) keystrokes ahead. The keyboard is not being scanned during disk access and 
sound effects. Should thou wish to remove characters that are already in the 
buffer, press the Spacebar once, and all characters will be cleared. 

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Thy party is seen here standing on a point of land that juts into the sea. To the 
North is a castle, while a ship rocks gently on the waves to the Northwest. Just 
above the ship one can see a towne. Thy party consists of three travellers — 
British, lolo , and Geoffrey — whose names appear in the Party Window. Their 
current status is also therein displayed: British has 372 Hit Points and is in good 
condition; lolo has 380 Hit Points and is suffering from Poison; and Geoffrey has 
380 Hit Points and is in Good condition. The narrow window below indicates that 
the party has 24 units of Food and 1823 Gold pieces. The symbol in the center 
indicates if any spells are currently active. 


Paused to cross a bridge, thy party can see an approaching band of Skeletons to 
the Northeast. At the top of the view window thou can see the current status of 
the twin moons Trammel and Felucca, which is Crescent Waning for Trammel, 
and Felucca is in its Last Quarter. The moon phases are represented as follows; 

J Neiu moon ^ ^ ir5t <Juor * er 0^ ^ moon ^0 ^ ^ as ' Quarter 

2 Crescent waxing 4 Gibbous waxing ^) 6 - Gibbous uxrrwng * Crescent waning 

Thou art currently checking on the status of the traveller lolo and his attributes 
show in the Party Window. Thou can see that he is a Male Bard whose condition 
is Good, he is possessed of 13 Magic Points, 16 Strength, 19 Dexterity, 13 
Intelligence; he hath attained Level 4; currently has 376 Hit Points, with a Hit 
point Maximum of 400, and has 714 Experience points. His current weapon is a 
Sling, while he wears Cloth Armour. 

♦♦♦♦ COMBAT ♦♦♦♦ 


Thy party can be seen at the bottom part of the view window, engaged in mortal 
combat with four Pirates who are aboard their ship. Note that as each member of 
thy party has the opportunity to strike a blow, their current weapon is displayed 
below their name. The direction of the wind is indicated at the bottom of the view 
window. If thou were to win this combat and take possession of the vessel, the 
Hull Strength of the ship would be displayed in the narrow window where thy 
gold would normally be displayed. 

Magical ability is directly related to the Profession and Intelligence of 
thyself and thy travelling companions. Magical strength is twice the intelli- 
gence of the spellcaster, with potential modified by profession. The 
enchantment potential of the various professions is: 

Mage - Full Ranger - One half 

Druid - Three fourths Tinker - One fourth 

Bard - One half Fighter - None 

Paladin - One half Shepherd - None 


"Return" or M ▼ " — North or Forward 

"/ M or u f " — South or Retreat 
41 " - East or Turn Right 

!• rt West or Turn Left 


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To begin play of Ultima IV, first boot the Program Disk. 
Then "N" at menu if thou dost own two disk drives. 
Next type "I" to Initiate a new game. Read the Book of History when 

Use the "Esc" key to acknowledge disk swaps. 

The Britannia disk may be copied for our archival purposes or to permit the 
playing of simultaneous games. 


340 Harvey Road 
Manchester, N.H., 03103 

Copyright 1985 by Origin Systems, Inc. 

ULTIMA and LORD BRITISH arc trademark* <>1 Richard Garriofl 

" Apple is a trademark of Apple Computer Inc. 










The Dark Ages of Britannia is the name given to that long 
span of time when the infamous Triad Of Evil stalked the lands 
and challenged all for the supremacy of the soul. 

The First Era of the Dark Ages came to an end with the 
downfall of the evil Wizard Mondain and his many minions, as 
chronicled in Ultima I. The Lords of the lands were weak and 
scattered, rendered ineffective by factional wars. It was only 
through the valiant efforts of an itinerant adventurer that the 
foul Mondain was tracked to his hidden lair and slain. 

But a few years of restless peace followed Mondain 's down- 
fall. So long had the world shuddered beneath Mondain 's 
yoke that many found it hard to believe he had been really 
vanquished. In truth, his teachings did not disappear. 
Mondain 's apprentice Minax rose to power soon thereafter 
to challenge the fledgling city-states that were beginning to 
evolve. The Terrors had begun anew. 

Minax's powers upon maturity greatly exceeded those of her 
evil mentor. With these powers she was able to rain wholesale 
destruction upon the planet, twisting and corrupting every- 
thing. Her foul web spread through time itself, ensnaring all 
who sought to oppose her. Finally, there arose a hero out of 
legend who dared face Minax in her own fiery castle and 
destroy her. Thus ended the Second Era of Darkness, as told 
in Ultima II. 


Twenty years of well-earned tranquillity ensued and pros- 
perity favored the land. Then disturbing omens appeared, 
followed by the mysterious appearance of a fiery island. The 
tale of the Third Era of the Dark Ages is told by lolo the Bard in 
Ultima III — wherein Lord British, sovereign of an incipient 
empire in the land of Sosaria, called forth through time and 
space for Heroes of the People to assemble. Four diverse ad- 
venturers answered this clarion call. To them fell the geas of 
the Doom of Exodus. Long they labored on the trail of the mys- 
terious Exodus, through many a deep dungeon which seared 
their souls. To this day, each member of that team bears the 
marks of their journey With the aid of the mystical Time Lord 
they were successful in bypassing the Great Earth Serpent and 
gaining access to Exodus' island fortress. The very bricks of the 
fortress rose up against them, and great is the Bard's tale of 
their struggle to reach their mortal foe. Of the final confronta- 
tion not one of them will speak, save to say that the evil is gone 
from this plane. So passed the third member of the Triad of 
Evil and with this death, so passed the Dark Ages of Britannia. 

From the rubble of Sosaria, Lord British was able to unite all 
the mainland and a few of the islands under his one rule. This 
new Empire of Britannia brought much sought-after peace and 
prosperity to its subjects. Many of the ancient pockets of evil 
were destroyed, so that the only remaining hazard to wayfarers 
was the occasional stray band of marauding ores or hill giants. 
Most of the lands were mapped, although a few unexplored 
regions still remain. With the Triad of Evil destroyed, Lord 
British became known for his dedication to raising the quality 
of life of his subjects. To assist in this endeavor, three mighty 
structures were raised in distant parts of the realm. One was 
the Lycaeum, wherein lay the great observatory. Another was 
the Empath Abbey with its oak groves where wise men and 
women meditated upon the teachings of the ancients. The 
third structure was the great castle of the Knight's Order of the 
Silver Serpent. Only the flower of Lord British 's chivalry was 
invited to join this order, which embodied the highest ideals 
and exemplary bravery. The rest of the land was divided 
among eight major towns, each with its own political faction. 
Numerous satellite villages also dotted the countryside be- 
tween the towns. In this manner were Lord British 's lands 




The final destruction of Exodus rocked the known world. 
Mountains rose; land masses sank. Most of the surface area of 
the world became fused together into one large mass. It is over 
this major continent — now called Britannia — that Lord British 
rules. Some nearby islands also pay homage to him, while 
beyond these islands lurk uncharted shoals and rumored 
pockets of evil. 

Lord British's magnificent castle is situated in the centre of 
the continent, overlooking Britanny Bay. This tall building is 
the greatest architectural structure of the new age. Loyal 
subjects may pay homage to his majesty, and renew fealty 
whenever they are in the vicinity of his castle. Nearby lies the 
arts centre of Britannia — the town of Britain — where Bards 
weave tales of legendary deeds and serenade visitors. 

To the north of the castle of Lord British lies the great moun- 
tain range, known as the Serpent's Spine. The peaks of this 
range are the highest in all Britannia. During the summer 
months, a small out-of-the-way pass allows knowledgeable 
travellers to save much time on their journeys. Beware of the 
one-eyed Cyclops and fierce, two-headed Ettins that inhabit 
this range. 


Northwest from the mountains begin the vast woods known 
as the Deep Forest. Many a traveller has become lost among 
these tall, majestic trees. If thy feet stray from the beaten path, 
do not despair, for within the woods lies the beautiful city of 
Yew, home of the mystic Druids. The High Court of Yew 
judges all the important cases in Britannia and is famed far 
and wide for the wisdom of the decisions rendered here. 

Nearby is the spiritual centre of Britannia, the famous 
Empath Abbey. Within these hallowed walls, wise men and 
women study the ancient writings of past Masters, and medi- 
tate upon the Great Principles that govern the universe. A 
good meditation — focusing on a proper Mantra — will some- 
times yield valuable visions to those whose patience and 
powers of concentration are strong. The experience is well 
worth sampling. 

East of the Deep Forest lie the High Steppes of Britannia, 
famous for beautiful horses. The only difficulties a traveller 
might encounter here are bands of thieving Rogues and un- 
friendly Wizards. The High Steppes border an interior lake 
fabled for mysterious disturbances. 

Beyond the High Steppes lies the famous battlefield, known 
as the Bloody Plains, where the last major forces of evil were 
vanquished. Alas, many of our brave men perished here in the 
fight for virtue. Be very careful when thou passeth through 
this region. It is whispered that, at some phases of the moon, 
the undead rise and fight the battle again. 

Lost Hope Bay lies to the north of here, with the sturdy town 
of Minoc perched on its shore. Minoc is home to some of the 
finest craftsmen in the realm. The Tinkers of Minoc are known 
far and wide for their skill. A tired traveller will also find a re- 


freshing place to rest at the Wayfarer's Inn. The northeastern 
tip of Britannia is rather wild. The treacherous marshes, with 
their noxious vapors that poison the unwary explorer, are 
home to swarms of large insects and all manner of vile beasts. 

South of Lord British 's castle can be found a large plain, 
mountains, and a dense forest. On the southern edge of the 
continent is the magnificent town of Trinsic, from whence 
come Lord British 's finest Paladins. The Tap in town has some 
of the best brew around, and the bartender is a great source of 
current gossip. Be sure to tip him well! 

The claws of the southern tip of Britannia embrace the Cape 
of Heroes. Slightly to the west lie the Valarian Isles. The walled 
town of Jhelom provides Lord British with the best fighters 
and also has the largest inn of the realm, where the service 
is outstanding. 

The headquarters for the Order of the Silver Serpent is on an 
island south of the Cape of Heroes. This wooded fortress was 
given to the members of the Order by Lord British in recogni- 
tion of their outstanding service. A visit to Serpent Castle will 
instill within the traveller a true feeling for the ways of chivalry. 

Off the western shore of Britannia is the island home of the 
doughty Rangers. Skara Brae is a beautiful city and spaciously 
laid out. For those suffering from rare diseases or grievous 
wounds, a Mystical Healer resides within those walls. The 
Healer will aid the destitute as readily as the wealthy, expect- 
ing no payment save what the sufferer can afford. 

In the northeastern part of Britannia lies Verity Isle, famed as 
the home of the Lycaeum, This pillar of higher learning consti- 
tutes the centre for the sharpening of the finest minds in 
Britannia. The Lycaeum 's observatory provides Lord British 
with valuable information about the course of the heavens and 
provides a vantage point to watch the happenings within his 
realm. On the southern end of Verity is situated the fabled 
town of Moonglow, The Magi of Moonglow are constantly 
improving their skills, being tireless in the pursuit of greater 
knowledge of the mystic arts. Within Moonglow, however, can 
be obtained the finest in mystical reagents. These herbs will 
help those with magical skills prepare and cast their spells. 

This then is the known realm of Britannia. Several small 
villages also dot the landscape, but all are not recorded in the 
charts of the realm. Some other islands of varying significance 
hug the shoreline — most of which are uninhabited and 
barren. The only islands the traveller should be cautious 


about when exploring are known as the Fens of the Dead. 
Disembodied Wisps, Ghosts, long-dead Lichs, and savage 
Zorns have been reported here. 

Existing maps are by no means complete. There are said to 
be other unexplored isles, wherein all manner of monsters and 
evil beings reside: flame-breathing Dragons, multi-headed 
Hydras, horned Devils, fiery Lava Lizards and even dreaded 
Balrons are rumoured to roam the distant shores. Somewhere, 
out beyond civilization, is also reputed to lie the ruins of the 
legendary town of Magincia, which the gods destroyed for the 

insufferable pride of those that dwelt there. All of the magnifi- 
cent marble palaces and gardens were devastated, and the 
rich, haughty inhabitants reduced to haunting spirits. No one 
has ever confirmed this legend, so it may just be a fable to 
frighten the weak of heart and instill humility in those that 
overvalue their own worth. 

Sea travel along the coast of the main continent is reasonably 
safe, although a bold band of pirates has been raiding Britannia 
of late, terrorizing the populace. Beware, for the pirates take no 
prisoners! Farther out to sea roam many mythical creatures. 
The unwary voyager will likely encounter Giant Squids, 
Nixies, poisonous Serpents, and mystical Seahorses. The ever- 
present danger of whirlpools and waterspouts make seafaring 
a hazardous experience at best. 

It is hoped that with the next edition of the History of 
Britannia, travellers will have brought back more information 
on these unexplored regions, so that the map may be 
completely filled in. As a final caution for the would be 
traveller — Beware of the many Dungeons and their dark, 
subterranean passages! 




Under Lord British 's rule, each of the eight towns has 
developed into a cultural centre for one of the eight major 
professions. In this manner, an orderly society has evolved 
with little friction between the diverse inhabitants. No one 
is restricted to their town of birth, and one frequently 
finds people of various professions visiting a particular town. 

These are the eight major professions: 

MAGE. The Magi of Britannia gather in Moonglow, near 
the Lycaeum, where they can study the ancient mystical 
scrolls of the Library. The strictures of their profession permit 
Magi to wear only cloth armour and carry either a staff, dagger, 
or sling. Unconfirmed rumors indicate that the highest Adepts 
have acquired the use of arcane magical weapons. The primary 
weapon of the Mage, of course, is magic. As the Mage becomes 
more advanced, more powerful spells can be woven. Some of 
the greatest spells have been known to literally shake the 
earth, or raise the dead! 

BARD. The Bards of Britain entertain the people with their 
wonderful ballads and tales of heroic deeds. Bards not only 
chronicle the deeds of valor, but perform them as well. The 
weapon of choice for a Bard is the sling, but they may use a 
crossbow at times. All armour save that of Leather is shunned 


by these minstrels, for they find metal harsh and too noisy for 
their sensitive ears. The Bard also dabbles in magic and makes 
a fine companion on a long journey. 

FIGHTER. From the town of Jhelom hail the mighty 
Fighters. They pass their lives in training and have the use of 
all weapons and armour, though most prefer the use of the 
double-edged Britannian sword, a devastating weapon in the 
hands of a skilled fencer. Fighters have little or no magical 
talents, for they believe only in the use of arms and fear that 
magical training saps the will and concentration of a true 
warrior. They possess a particular affinity for horses, and are 
most useful companions on travels to uncharted regions. 

DRUIDS. The Druids are fierce fighters, especially when 
defending their beloved groves. They hold all trees to be sacred 
and their town of Yew lies deep in the woods. Druids are also 
impressive practitioners of the mystic arts and their knowledge 
of herbs is without peer. They may fight with different types of 
bows, although their preferred weapon is the mace. The 
Druidic philosophy forbids the wearing of metal of any kind, 
so Leather is their armour of choice. The Druid's knowledge 
of the ways of the woodlands make them invaluable as 
fellow travellers. 





TINKER. The Tinkers of Minoc are both highly skilled 
artisans and superb fighters. They are generally suspicious of 
magic, believing that only hand-crafted artifacts possess 
true value, and thus use it seldomly. A Tinker may use any 
weapon, however, the double-bladed war axe is preferred. 
Tinkers will use any non-magical armour A travelling party 
with a Tinker aboard need never fear for repair of any metal or 
wooden items. 

PALADIN. These great fighters live in the town of Trinsic 
in the southern part of Britannia. They are expert in all forms of 
combat and weapon use, and are one of the few professions 
that will make use of magical chain armour when it is avail- 
able. Their deep beliefs in the value of good lend strength to 
their magic, which they wield with a certain flair. Paladins are 
thus very formidable opponents and highly valued allies. 

RANGER. Off the western shore of the mainland lies the 
fair island of the Rangers. Venturing far from their retreat at 
Skara Brae, they strive to improve the conditions of people 
throughout the realm. Rangers are well-versed in woods lore 
and fight fiercely with most weapons, but shun all but leather 
armour. They are also proficient magic users and faultless 
trackers in any wilderness. 

SHEPHERD. It is uncertain whether Shepherds are skilled 
in any form of warfare or in the mystic arts. However, they are 
highly valued travelling companions for their humility and 
their knowledge of the ways of the land. 

Ranger Shepherd 


A traveller in Britannia need not journey alone. In each town 
one may — indeed one ought to — converse with all the inhab- 
itants. U thy personal philosophy of life is close to that of the 
town, then thou may ask one of the residents to join thy party. 
If amenable to your invitation, this person will travel with 
thee, aid thee, and fight with thee. He or she will stay loyal to 
thee only as long as thou stay true to thy beliefs* If at any time, 
through actions or deeds, thou stray from the Path, then thy 
companions will desert thee to thy Fate, Remember, these are 
Free Companions — not servants or mercenaries. Such is their 
faith in thee as their leader, that all gold and supplies held by 
the party is given into thy care for the good of all. Use this 
trust wisely! 




There is a thriving merchant class in Britannia. Each town 
and village has its own shops that specialize in local wares and 
services. The seasoned traveller will discover many delightful 
and useful items to purchase, as well as a wide variety of 
places to eat and sleep. 

The monetary system of Britannia is based on Lord British 's 
heraldic charge. It is a gold coin with a silver serpent cast ver- 
meil upon the gold. The process is so difficult that the coin has 
never been successfully counterfeited or debased in value. This 
coin has been the foundation of the realm's stability and is 
universally accepted by merchants. Coins of the realm are 
also to be found in the chests that appear from time to 
time and are found below the surface in the dank dungeons. 
Beware, as most chests have diabolical traps in place to 
confound thieves. 

Here is a partial list of some of the more popular shops and 
their wares: 

WEAPONS SHOP. Here one may purchase the finest in 
weaponry that blacksmiths can forge. Depending on the skills 
of the local artisans, a shop might offer the following range 
of weapons: 

Staff Sword 
Dagger Bow 
Sling Crossbow 
Mace Flaming oil 

Axe Halberd 

The weapon shops also offer liberal trade-ins on used equip- 
ment, although if thy axe is greatly notched from battle, do not 
expect much for it. 

ARMOURY, Fine armour may be purchased in the 
armouries of Britannia. Tis just the item to keep highwaymen 
from slipping a dirk into thy ribs! The local armoury may offer 
any of the following selection: 


The armouries will likewise offer trade-ins on used armour, 
although most would not consider them liberal. By the time 
most fighters get around to seeking improved armour, the old 
armour is almost completely falling apart, and its principal 
value is as scrap for the foundries. 

PUB, The subjects of Lord British truly prize their pubs, 
and it shows in the gracious hospitality to be found in all 
public houses. Most offer an excellent array of drinks and 
food for the wayfarer. It is also commonly known that the 
bartenders are incurable gossips — if asked the right 
question and offered the right price — rare news may be ob- 
tained. Public drunkenness is prohibited throughout the 
lands of Britannia, so temper thy indulgence with wisdom. 

GROCERY. Little is worse than being far from a town and 
finding thyself and one's companions starving to death be- 
cause the person in charge of the expedition (thou) hast 
forgotten to buy enough food. Be sure to lay in a plentiful 
supply at each opportunity. Thy fellow travellers will most 
certainly be appreciative of thy foresight. 


THE HEALER. Some towns contain these invaluable 
places of aid where one may go to be healed when suffering 
from grievous wounds. Remember to heal thy companions 
also, for a healthy party ensures survival in the wild regions. 
The Healers are the only ones who may cure victims of the 
noxious venoms inflicted by the inhuman denizens of 
the land. 

INN. The numerous inns of Britannia provide the tired 
travellers with a comfortable night's sleep, which refreshes and 
revitalizes each character. The character of the inns throughout 
Britannia varies, as does the price. 

HERB SHOP. All practitioners of the mystic arts will search 
far and wide to locate these rare shops. Within them is to be 
found the components — or reagents, as they are known to 
enchanters — for spell mixtures. Without these mixtures, no 
spell may be cast successfully. Due to the rareness of some of 
the herbs, many are not offered for sale regularly, if at all. The 
known magical reagents are: 

Sulphurous Ash Blood Moss 

Ginseng Black Pearl 

Garlic Nightshade 

Spider Silk Mandrake Root 

Care should be taken to mix the herbs in the correct propor- 
tions, so as not to waste the valuable ingredients. 

GUILD SHOP. The Thieves' Guild has been essentially 
driven out of Britannia, but rumors persist of its existence 
somewhere in the ocean, perhaps on one of the uncharted 
islands. Somehow the Guild maintains contact with the main- 
land, perhaps through the brazen pirates. The goods once 
offered by the Guild were quite expensive, but invaluable to 
the traveller who sought to stray off the beaten path in search 
of novel experiences. 

These are the main shops in Britannia. A few other places exist 
that are worthy of note: 

SHRINES. Here the devout of each town may meditate 
upon their Path in life. Each shrine responds to the meditation 
or a different Mantra (chant). Consistency and concentration 
are the keys to meditation. Enlightment is attained only 
through care. 

THE SEER HAWKWIND. Residing within Lord British 's 
castle is the Royal Seer, Hawk wind. Many aspire to tread the 
Path, but very few find their way. Seek the advice of the Seer 
as to thy progress upon the Path. He can look into thy heart's 
heart and read thy progress or failure. Heed his advice, for 
feet that have strayed may be brought back upon the Path. 




Throughout the centuries most travel has been accomplished 
by use of the feet. While this method lends itself to scenic 
hikes, it is a terribly slow way to journey from one end of a 
huge continent to the other. Getting around Britannia, which 
may never be without risk, could soon become easier. Under 
the auspices of Lord British, studies of the properties of the 
Moon Gates are beginning to yield a clearer understanding of 
the Gates' mystical workings. People forecast that future citi- 
zens will use these gates as a normal means of distant travel. 
The destinations of the gates appear to be rigidly bound to the 
phases of the twin moons Trammel and Felucca. The appear- 
ance and disappearance of the gates are definitely so linked. 
The location of the gates are represented on most maps of the 
realm as phases of the moons. The gate active is indicated by 
the phase of the moon Trammel. Once a gate is entered, thy 
destination is indicated by the phase of the moon Felucca. 

Britannia is marked by six terrain types, each with their own 

GRASS. The smoothest and easiest to travel on, the lush 
grass of Britannia serves to fatten its herds. One may pass here 
without any impediment. 

BRUSH. Low scrub growth and bushes will hinder thy 
progress, permitting thy party to move but at three quarters of 
thy normal speed. Fine tinder for campfires may be found at 
the base of the larger shrubs. 

FOREST. The going is slow through dense woods, with thy 
speed cut fully in half. The oak so dearly loved by the Druids 
predominates here, along with healthy growths of Ash and 
Beech. There is quite a lack of visibility in the forest regions. 


HILLS. Hilly terrain, much favored by those who raise 
sheep, will slow thee down considerably, so much so that none 
but the sure-footed mountain goat can move at more than a 
snail's pace. 

MARSH. The marshes and fens are particularly treacher- 
ous and should be avoided at all costs. While progress is only 
slowed to half one's normal pace by the muck underfoot, the 
marshes give off poisonous gases which can severely harm 
members of the party. 

MOUNTAINS. Mountaineering is not a well-known skill in 
Britannia, so the mountains are closed to the normal traveller. 
There is also a lack of visibility over the mountains. 

Horses may be obtained and greatly speed travel on land. 
The sages of the Lycaeum are reputed to have been working on 
a lighter-than-air device for Lord British, but it was stolen some 
months ago and its whereabouts is not known , 

Since while travelling, thy party members' hit points may 
be diminished by unexpected confrontations, every so often 
thou should Hole up for the night and camp. If thy rest is not 
interrupted by wandering creatures, then thy party will be 
greatly refreshed . 


At sea, masterful control of thy ship is necessary for 
survival. Ships have powerful cannons, but they can only 
fire broadside. To learn seamanship, thou must understand 
the ways of the water and the wind. 

The ocean is made up of three types of water; Large waves 
mark deep water; small waves indicate shallow water; tight 
ripples show where lie shoals, too shallow for ships to 
pass over. Remember that a change in wave size signals 
approaching land. This will aid thy navigation. 

The winds of Britannia blow very constant in a given 
direction, then shift to a new direction for another long period. 
This fact allows the skipper of a ship to sail strategically. If the 
ship is facing into the direction of the wind, (such as sailing 
East against an East wind) then the ship's progress is at its 
slowest — Va Speed. If the ship is sailing with the wind, (as in 
sailing West with an East wind behind thee) then the ship's 
speed is faster — 3 /4 Speed. It is only when one tacks across the 
wind that the ship reaches maximum speed, (such as sailing 
North or South against an East wind) — Full Speed. 

Strive to maneuver thy ship so as to bring either the port or 
starboard batteries to bear before creatures or pirates can close 
and try to board. Thy ship has armour which, if reduced to 
zero, will cause it to sink and thy party shall perish. A cap- 
tured pirate ship can be used in place of a badly damaged ship. 
Practice near shore until thou develop seafaring legs. The 
ship's cannons also serve for firing upon landbound creatures. 
Beware, some of the land creatures have the power of flight 
and can pursue thee over the waves! 




HANDS. If thou lose all of thy weapons, this is what thou 
hast left. Although it is possible to kill some of the lesser 
monsters with thy bare hands, the odds of success truly are 
not very high. 

STAFF. A six foot piece of carved ironwood that has been 
magically attuned, the staff sold in the weapons shop of 
Britain is more formidable than it seems. It is the favorite 
weapon of Magi. 

DAGGER. Ten inches of beautifully worked steel make the 
standard Britannian dagger. The traditional basket hilt looks 
very functional. A favorite weapon of novices. 

SLING. The common sling is fashioned from twenty-four 
inches of cloth, folded in half, with a leather cup. The 
projectiles — small rocks — are easily collected, making this 
an inexpensive missile weapon. A perennial favorite with 
travellers down on their luck. 

MACE. Upon the IV2 inch thick oaken stem of the 
Britannian mace rests a globe of iron studded with knobs. The 
impact of this weapon has been known to shatter the skulls of 
enemies outright. A favorite among the Druids. 

AXE. With a double-sided two foot blade, a warrior wield- 
ing a battle axe can really wage war. The axe is a favorite among 
Tinkers, as many of them are workers of wood and metal. 

SWORD. Ah, a true fighter's weapon. Four feet of wicked, 
blue steel will strike fear into the heart of any opponent. The 
sword is an automatic favorite among Fighters. 


BOW. A truly competent long-range weapon. Get thy 
enemies before they can get thee! The Britannian bows are 
made from the finest yew wood. Each longbow is hand-rubbed 
and ornamented with horn nocks on the tips, A favorite 
among those with poor armour. 

CROSSBOW. Now here is a real missile weapon. The 
impact of the crossbow will stop a rampaging troll. The cross- 
bow is traditionally made of mahogany with carved maple 
veneer on the sides depicting Lord British 's device, the 
Silver Serpent. A favorite among Bards for the singing of the 
crossbow's string. 

FLAME OIL. The use of flasks of Flame Oil constitutes an 
innovation in Britannia. Any of the Eight Great Professions can 
use it. The wielder casts the ignited oil in a chosen direction, 
creating a corridor of flaming oil which lasts several minutes. 
Any enemy entering the field of flaming oil suffers burn 
damage for each turn passed in the inferno. A favorite 
weapon among those badly hurt and in need of rescue — a 
last ditch defense. 

HALBERD. Seven feet of stout wood topped with a blade 
of deadly steel. The halberd requires excellent coordination to 
be used effectively. It is the most deadly of weapons in the 
hands of an expert, who uses it to strike over the heads of his 
fellows. A favorite among Paladins. 

Several magical weapons are said to be found hither and yon, 
but the location of these are not known for certain. It is said 
that perchance a traveller must be worthy of such a weapon 
before it will become available. 


SKIN. What thou art left wearing when thou hast no 
armour at all. 

CLOTH- Peasant's garb for those who can afford nothing 
better, or those restricted by the vows of their profession from 
wearing aught else. A reluctant favorite among Magi. 

LEATHER. The workhorse of novice travellers, Leather 
armour is found throughout Britannia. Many of the profes- 
sions are restricted to Leather as their best choice. A favorite 
among Bards, Druids, and Rangers. 

CHAIN. Used by those who can handle the weight of chain 
mail while fighting, this armour offers excellent protection. 
Only the finest steel is used, with double thickness on the 
shoulders. All links are individually riveted for strength. A 
favorite among Fighters and Tinkers. 

PLATE. The aristocrat of the armourer's craft, Plate affords 
more protection than any other conventional armour. Each suit 
is tailor made to thy shape. The cost is naturally sizeable, but 
the effect is inspiring. A favorite among Paladins. 

As is the case with weaponry, rumors abound of magical 
armour that will withstand the breath of a dragon. But, who 
knows? Perhaps these are but rumors spread by Ores to lure 
fighters into illusory searches resulting in death. 




Most of us understand only those things that we can see and 
feel. Yet there is a segment of the population that can see the 
unseeable, and can feel that which has no substance. The per- 
ception and use of these ethereal forces is called magic. To 
some it is an Art, to others a Science, It is difficult for this 
Historian to describe the Art with which he is totally un- 
familiar. He can, however, comment upon what purports to be 
the Science. 

The basis of all spellcasting is the proper mixing of the 
necessary reagents. Reagents are the physical materials which 
are said to provide the initial energy to begin the spell. Each 
spell uses a different reagent formula. These formulas are jeal- 
ously guarded by magic users, for quite often the difference 
between life and death is knowing a spell that thy opponent 
knows not. From the Bill of Fare at the Herb Shops, the ob- 
server can glean the names of the reagents: Sulphurous Ash; 
Ginseng; Garlic; Spider Silk; Blood Moss; and Black Pearl. 

Furthermore, there are reputed to be two others, more 
powerful still than those just listed. However, they are not for 
sale according to the proprietors of the Herb Shops. They are: 
Nightshade and Mandrake root. 


Only certain classes of the eight major professions have any 
talent for magic. Some are quite strongly endowed, such as 
Magi and Druids, while the Paladins, Bards, Tinkers, and 
Rangers have but a little power. Fighters and Shepherds have 
no magical ability at all. In fact, Magi are so tuned to the special 
energy that comprises magic that when they cast a spell, a blue 
aura glows around their head and shoulders. 

While most spells are reputed to possess either offensive or 
defensive abilities, some are utilitarian in nature, such as 
Light, Open, and View spells. The rare aeromancer can har- 
ness the power of the winds. An ancient scroll on display in 
the Library at the Lycaeum tells of different types of energy 
fields created by means magical. It lists the following fields and 
discusses their properties. 

SLEEP. A green field that may bring sleep to anyone who 
passes through it. 

LIGHTNING. A blue field that serves as an impenetrable 
barrier which inflicts damage upon any who touch it. 

FLAME. An orange field that imparts massive damage 
upon those foolish enough to try to cross it, 

POISON. A violet field of noxious vapors that poisons any- 
one passing through who is not quick to hold their breath. 

Whether these fields may be controlled by magic is uncer- 
tain. However, the scroll was concerned with the tale of a 
Wizard's battle! One can only ponder whether the writer 
survived the encounter 




BAT. A non-evil subterranean dweller found in the deepest 
caverns, the principal diet of the Bat is animal blood. They are 
quite large and may attack any who disturb their rest. 

CYCLOPS. These evil giants can hurl half-ton boulders 
down from the heights. Even a grazing hit will do considerable 
damage to a member of thy party. The Serpent's Spine is said 
to be the best hunting range for them. 

DRAGON. The Dragon is an evil, flying serpent which can 
cross water and blast ships with huge fireballs. Not many ships 
can withstand a couple of passes by an attacking Dragon. 

Bat Cyclops Dragon 

ETTIN. These evil two-headed aberrations of nature can 
cast huge boulders down upon thy party, causing immense 
damage. It is best to try to kill them with long-range weapons 
and spells. A large clan of Ettins is said to live along the 
Serpent's Spine. 

GAZER. These hypnotic creatures snare their prey by 
putting them to sleep. The deep forests are the favorite habitat 
of these evil, floating eyes. 

GHOST. The restless spirits of those trapped between 
planes, Ghosts can pass through walls, so use extreme caution 
when they are thought to be nearby. Evil Ghosts are often 
found in ruins, battlefields, and crypts. 





GREMLIN- These hungry denizens of the underworld love 
to sneak up to unwary travelers and steal all their food. Do not 
let an evil Gremlin get next to thee! 

HEADLESS. Another evil being best suited to terror and 
destruction, the Headless is indeed a creature of nightmares. 
Many a traveller has fled in abject horror at the sight of these 
headless torsos bearing down upon them. 

HYDRA. Beware the evil breath of the multi-headed 
Hydra! The massive fireballs can fry most members of thy 

Gremlin Headless Hydra 

INSECTS. If thou dost stay clear of these non-evil vermin, 
they will not bother thee. Marsh and dungeons are their favor- 
ite locales. Insects can fly so they can chase thee over water. 

LICH. This undead shade of a powerful wizard can still 
cast very powerful magic spells. The Lich is a most dangerous 
opponent under even favorable conditions. 


LAVA LIZARD. These reptilian creatures love fire and 
dwell in infernos. In combat they have been known to spit 
flaming lava thirty feet, so beware these evil beasts! 

Insects Lich Lava Lizard 

MIMIC. One of the most treacherous and evil creatures in 
all of Britannia, the Mimic can assume any shape, although 
they seem to prefer assuming the likeness of treasure chests. 
Upon spotting one, the careless traveller greedily rushes 
toward the chest. When the traveller gets close enough, Mimic 
casts out a poisonous venom. When the traveller succumbs to 
the poison, the Mimic feasts upon him. The only known way 
to detect a chest Mimic is to wait until it gets curious enough to 
peer out at thee by lifting the lid of the chest. 

NIXIE. These aquatic first cousins of the ancient race of 
Elves rise from the depths to strike terror into the hearts of sea- 
farers. The evil Nixies wield sharp tridents which can be 
hurled against a ship's crew from afar, causing great damage. 

ORC. Would that every Ore had been destroyed with the 
fall of the Triad of Evil! They bred like rabbits and still infest 
the woods and hills, though in much smaller numbers 
than before. 


Mimic Nixie 

PHANTOM. These tragic souls have been captured by evil 
and forced to reenact their battles throughout all time. They 
are bodiless, but can be detected because their swords and 
shields remain visible. Phantoms are tough opponents as 
dying is meaningless to them. 

PIRATES- Truly the dregs of Britannia, most of these crews 
have death warrants hanging over their heads. Remember that 
the evil Pirates take no prisoners! Their ships are equipped 
with heavy cannons, and the crews are weU-trained to quickly 
move their large galleons into battle position. It is a rare skip- 
per indeed that can survive a broadside duel with a Pirate 
vessel. Thy best hope is to "dot the T", or to close with thy 
enemy. If thou art able to defeat the crew, the ship itself be- 
comes thy prize. For castaways on remote islands, this is the 
only hope for salvation. 

PYTHON, The venom of Britannian Python is highly 
poisonous. These non-evil constrictors can spit their foul 
venom a full eleven paces, and should be treated with the 
utmost respect. 

Phantom Pirates Python 


RAT. The common Giant Rat, while not evil by nature, will 
still enter human camps in search of food. They pose a threat 
to any dungeon explorers foolish enough to startle them. 

REAPER, These grim creatures stand upright on trunk-like 
bodies and wave many tentacles at their prey. The evil Reaper 
can also reputedly cast different energy fields, and thus is 
considered a most vicious opponent. 

ROGUE. The Rogues that are to be found throughout the 
land are often escaped prisoners who now make their liveli- 
hood as highwaymen by attacking travellers. If they get next to 
thee, they may pick thy pockets. 

SEAHORSE. These magical creatures appear quite fair and 
are not evil, but if offended they make devastating enemies. 
They are possessed of powerful magical abilities which can 
wreak havoc among thy party. 

SERPENT. The Sea Serpent is an aquatic relative of the 
Dragon. The fireball cast by the Serpent can sink a ship long 
before it has a chance to close with the beast. The best defense 
against a Sea Serpent is to engage it in close combat as quickly 
as possible. It is thy only chance, albeit a slim one, to survive 
the encounter, 

SKELETON, Animated bones, the Skeletons are the 
undead incarnations of a variety of creatures. These tools 
of evil strike fear into ordinary travellers. With the proper 
enchantment, however, they can be Dispelled. 





SLIME. Dungeon walls fairly ooze with slime. Most slime 
just sits there, this evil variety comes after thee! 

SPIDER. Beware of inadvertently wrecking a spider's web 
and this non-evil creature will probably leave thee in peace. If 
thou suffer the misfortune of crossing one, take care to avoid 
the venomous spittle. 

SQUID. When the tentacles of the Giant Squid close 
around a man or a ship, the very power of lightning is released 
upon the prey. Tis best to try to destroy the evil Squid with 
cannon fire before it can engage thee at close quarters. 


TROLL. These large and evil creatures can hur! axes — of 
which they carry a plentiful supply — with frightening accu- 
racy. Beware their tricks. Trolls are usually found in hills and 

WISR More insubstantial than most evil creatures, Wisps 
can actually teleport around the battlefield and attack from 
anywhere. It is most disconcerting to be involved in an 
encounter that contains a Wisp. 

WIZARD. Not all magic users follow the path of Good. 
These evil renegade Wizards make very dangerous adversaries 
when crossed. 

ZORN. Zorns are the antithesis of everything. They pass 
right through walls and obstacles, and negate all nearby magic. 
If an evil Zorn closes with thee, thou probably will not escape 
its embrace. 

Wizard Zorn 



BALRON. It is believed by some that all of these Marshals 
of Evil were destroyed when the Triad fell. If any do exist, it 
would be better for one to Quit life itself than to face the fury of 
a Balron. The ancient scrolls describe them as flying creatures 
which cast devastating fireballs as well as weave massive 
enchantments that once felled entire armies. 

DEVIL. These flying Lieutenants of Evil may sweep off- 
shore and chase thee across the waves. They are powerful 
magic users and should be avoided at all costs. Devils 
are particularly fond of torturing their victims when the 
opportunity arises. 




The Historian is a man of intellectual pursuits and therefore 
little acquainted with the ways of combat. For the following 
information on such skills, we are deeply indebted to the 
Master at Arms of the Order of the Silver Serpent. 

BEFORE FIGHTING. Be certain that thou art properly 
equipped for the ensuing fray. Dost thou have the proper 
weapon and armour? If not, then thou must equip thyself 
anew. When thou commence to Ready a weapon or Wear some 
armour, thou wilt be offered a selection of such items as are 
available in thy party's common pool. If thou dost choose 
an item inappropriate for thy class, thou wilt be asked to 
select again. 

INITIATING COMBAT. When thou art next to an enemy, 
thou may Attack in the direction of thy foe. Thou wilt then be 
able to view thy combat location, and battle shall ensue. 

BEING ATTACKED. If thou dost not attack a creature, 
then assuredly the creature will attack thee at its earliest 
opportunity assuming that the creature is evil or hungry. 

HOW TO FIGHT. Each fighter and magic user will have an 
opportunity for separate action. Thou may only attack in the 
main cardinal directions (North, East, South, and West), When 
it is a fighter's turn, those with hand weapons may Attack an 
adjacent area by specifying the direction. Those with missile 
weapons may fire them across the battlefield by denoting the 
direction of fire. Magic users can Cast a spell when it is their 
turn. Again, only spells for which reagents have been prepared 
will function. The spell must be selected and the direction 
fixed. Most combat spells are functional across the field of 
battle. Energy fields, however, can be cast only in areas 
adjacent to the caster. 


VICTORY. When all of the monsters have been destroyed, 
thou wilt return to the surrounding countryside. If the mon- 
sters were carrying any treasure, this will now be available to 
thee. Care should be used in Opening any treasure chests, as 
they are frequently trapped. 

FLEEING. There will come times in thy quests when thou 
wilt be confronted with superior forces. Whenever one of thy 
team is near death, guide him or her off the combat field to 
save them. If the tactical situation deteriorates completely, re- 
moving all members of the party from the field will disengage 
thee from thy enemy. There are those who will call thy actions 
cowardly, but a wise leader will know the value of preserving 
the life of one's fellows. 

TERRAIN CONSIDERATIONS, Devote considerable time 
to the study of the fields of combat. Locate defensible positions 
for thy party, making sure to maintain an avenue of escape 
should the battle go badly. Remember our heritage! A few 
valiant fighters strategically placed in a narrow rocky pass can 
stand off an army numbered in the thousands. 

WEAPON CONSIDERATIONS. There are three distinct 
classes of weapons available to the warrior. They are: Missile 
Weapons which permit the striking of foes at a distance; 
Polearms which allow one to smite over an obstacle or compan- 
ion; and hand to hand weapons which necessitate engaging 
one's enemies at very close quarters. 

ETHICS OF WAR, Do not feel that it is thy birthright to slay 
everything that walks, flies, or swims. The Code of Chivalry 
states that before engaging in combat with a foe, the warrior 
should ask, "Is this foe truly evil?" If it is not, then thou must 
not kill it, but stand thy ground and force it to retreat. The 
Code is thy touchstone, for without it thou are but a speck of 
dust in the whirlwind of Chaos. 




We have just emerged from the darkest period in recorded 
history. With the vanquishing of the Triad of Evil. We need 
no longer anxiously watch our backs for fear that evil will 
fall upon us in the first unguarded moment. The stability 
achieved by the New Age seems to herald a Golden Age of 
Peace and Prosperity. 

What kind of people will inherit this New Age? Surely our 
destiny is not to perpetually fight as warring tribes throughout 
all time. Is there not a higher calling — one worthy of our ef- 
forts and capabilities? 

If one accepts that the next area of human growth should not 
be fostered through aggressive territorial expansion, then a 
possible answer emerges — We must turn inward. Of late a 
small group of inquisitive philosophers at the Lycaeum have 
been asking such questions of each other. While their musings 
seem quite radical and new, they are worthy of consideration: 

Is living a life of virtue an essential element of civilization, or 
can society survive the test of time without such principles? 

How might we ensure the long-term continuation of our 
new-found peace? What systems of laws and ethics will ensure 
the continued happiness of all our people? 

Why doth Evil still stalk the world and can it ever be truly 

If the public set of ethics which evolved from the days of 
primordial survival is impure, how can We achieve a clean 
foundation upon which to build a life of virtue? 

Given the premise that to understand purity, one must 
strive to be so, how does one strive for that which cannot 
be understood? 

If our true purpose here is to achieve a balance with our 
surroundings — as is suggested in the ancient scrolls of the 
Library — how can We face Nature without first facing 

Meditation seems to hold the key to perspective. In the 
transcendental state one is freed from the shackles of modern 
living. The whole of the universe resonates with thee, and 
thou dost feel for once as if thou dost belong to a greater 
whole. Yet all too soon the meditation ends, and thou dost 
return from this brief glimpse of the sublime to the daily need 
for survival- 
It is time for all to put aside their warlike ways and begin 
fighting the evil that lurks within themselves. It is far too easy 
to sit and espouse the path of Virtue, yet never set foot upon it. 
The ancient rule of treating others as thou wouldst be treated 
thyself takes on new meaning when put in the context 
of universal harmony. We must become living examples of 
our beliefs! 

How does one begin to first walk along this new way? Do 
road markers exist if we but open our eyes to see them? 

To be at peace in all areas is a state only achieved by an 
Avatar. Is such a state attainable by any human, fallible as we 
all are? The true answer can only be found by those who quest 
forth in search of it — for who can see the end of the Path be- 
fore beginning the journey? Yet it is also written that for each 
person the Path is different. Perhaps the seeker of wisdom and 
enlightenment should begin by visiting Lord British, for his 
knowledge of the ways of the land is great. Conversing with 
him may help one to determine where lie the centres of the 
Eight Virtues of the Avatar. 


Many philosophers hold the opinion that the Path is in 
reality but a series of separate small paths. Each minor path 
leads to the fulfillment of an aspect of ourselves. Treading one 
of these minor paths may be construed as a life's goal, and 
many people have debated which is the most advantageous 
to follow. 

Yet is not the whole much greater than the sum of its parts? 
Take up the challenge and tread not one but all of the minor 
paths in thy search for enlightenment and perfection. Perhaps 
only then will thou find the beginnings of the great Path. The 
Quest of the Avatar awaits. It is not thy Heritage that thou does 
seek, 'tis thy Destiny ! 


As an addendum to this work, I, Lord British, would like to 
speak of the Quest of the Avatar mentioned in these pages. 

The Quest of the Avatar is the search for a new standard, a 
new vision of life for which our people may strive. We seek the 
person who can become a shining example for our nation and 
guide us from the Age of Darkeness into the Age of Light. 

We have sent this message out to the farthest reaches 
of the known universe, indeed, we have even spoken across 
the void of time. Is there One who can complete the 
Quest of the Avatar? Many have tried already, and have met 
with partial success, becoming enlightened in one or more of 
the Eight Virtues of the Avatar — but none have yet attained 
the true state of being an Avatar. 

The secrets of the Avatar are buried deep in the hearts of 
both our people and the land in which we dwell. The search 
will be arduous and the One who shall succeed must be able 
to assemble all the parts of the great mystery in order to 
solve the Quest. 

Gaze upon the device portrayed on the facing page of this 
tome. Learn it well, for when thou dost gaze upon it again 
then shall thy life's quest be revealed. 


I, Lord British, would like to thank Roe R. Adams III for his 
invaluable collaboration on the plots of the great quests and for 
his writings contained within this manuscript. 

Further thanks go out to: 

Dave Albert for his writings, contained within the Book of Wis- 
dom; and his editing of these works. 

Denis R. Loubet for the magnificent illustrations within the text. 

Patricia Hunter and Marsha Meuse for their graphics works 
found in the game. 

Chuck Bueche and Steve Meuse for their programming aid when 
I needed it so desperately. 

Kenneth W. Arnold for his masterful music on those versions 
in which it is contained. 

Bob MacMillan, Brendan McSheffrey, John McSheffrey, Jeff 
Hillhouse, Donna Gagne, Juli Rappolt, Richard Garriott, and 
Robert Garriott for their time and insights during playtest. 



©1985 Origin Systems, Inc. All rights reserved. 

Ultima and Lord British are trademarks of Richard Garriott. 


The Book of Mystic Wisdom 

as told by Phiipop the Weary, 
magician to the court of his most 
sovereign Lord British. 

Know ye, O seeker of the mystic wisdoms, that the ways 
of magic are diverse and strange. There exists the need for 
utmost concentration and the harvesting of things magical 
in order that ye may harness the powers of the universe. 
Many are the aeons of nisdom contained' in these pages 
which I write far the benefit of my pupils, yet stdt there is 
much to (earn. 

All magic is accomplished By the use of means Both 
human and of nature, for true magic is But the melding of 
human will and natural force. Without the human voice to 
utter the chant, no spell may Be cast Yet without the proper 
natural catalyst, no spell may Be effective. Thus magic is 
twofold, a balance struck between nature ami humanity. Let 
us e&zmine Both aspects here, Beginning with those natural 
substances, known as Reagents, that lend power to the 
words of the spellcaster. 

utphumus Ash — Sulphur is the substance 
found in nature that is most useful in the 
generation of fire. It is tfk cotor of saffron and, when 
Burned, gives off an odour indkative of its great mystic 
strength. Yet its true power is to be found in the second 
Burning — that is, in the use of the ashen residue of 
suJphur that has Been Burned in a (TutiBfc fashioned from 
the skid of a Balron. Sulphurous Ash is not an 
uncommon substance, having Beenastapk of the 
Wizard's profession through the ages. It may Be 
purchasedfrom any reputaBk purveyor of magical goods 
and is useful in the casting of Energy Fields and 
Magic Missiles, as wed as in spells requiring a quid Burst 
of Gght or a sustained glow. 

inseng — Long praised for its strength- 
giving and medicinal properties, die root of 
the Ginseng plant is immediately reeogmzaSfejbr its 
forked shape, and to those initiated in the mystic ways, By 
its overpowering rose-coloured aura* It has Been used for 
centuries By peasants who chew it or Brew tea from a 



• i i 

powdered preparation of the mot in order to gain strength 
and stamina as they tod in the fields. While commonly 
found throughout Britannia, die Ginseng used as a 
component in the casting of spells is generady f (aci in 
colour and found only on die slopes cf the northern 
mountains. It may Be purchased in virtually any shop 
that sells magical goods, and is most useful in spells 
of a healing or narcotic nature, such as Cure or 
Sleep enchantments. 

attic — Even die most common cf nature's 
gifts to our people have magical properties as 
can Be witnessed By thepowercfGar&c This pungent 
BidB is found in every garden in the lands of Britannia, 
and no stew or roast would Be complete without its sharp 
flavor. Its aromatic nature makes Gar he a powerful 
reagent in the casting of magical spells, and it is used in 
ad spells of the warding variety — Be they the warding off 
of common and magical sickness or the repelling of Beings 
once dead 

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plder Silk — The miracle of Spider Silk ties 
in its tensile strength. Imagine, if you will, a 
grown man relying on a strand of catgut to hold his 
weiqht all the days of his life. A spider relies on the finest 
of threads to do just that, and its silk never fads it. We 
should praise the first wizardling who realized die mystic 
secret of Spider Sid, for it is to him or her that we owe 
the knowledge of binding and restraining spells. The silk 
of the deadly Albino Ghoul spider — Both the miniature 
and giant varieties — has Been used By adepts through the 
years in rites of magic. The spider farms of die south 
produce perhaps a hundred pounds of the substance each 
year andsdlit to the merchants of magic, where it is 
made available to all who ply our trade. It is said that 
each year one worker dies the horrible death incurred by 
the Bite of the Albino Ghoul spider to ensure the potency 
of the silk, although never has this deliberately Been made 
to happen. 

lood Moss — is the bane of farmers and the 
boon of magicians. It is a deep red fungus that 
attach the crops of those who raise qrairuyet it is a vital 
component in the casting cf spells. An oddity to those 
who spend their fives observing the growth of that which 
is not animal in nature — for it behaves (ike no other 
plant or mushroom — Blood Moss grows onfy in the 
dryest of times, when all around it is perishing from 
drought It cannot sundve the absence of direct sunlight/ 
and thus passes from the earth each night only to return 
when the sun blazes mercilessly upon the land 
Blood Moss seems to feed only in ripening qrain — it can 
lay waste to an acre of corn in a single day and vanish 
without a trace as night falls, leaving naught but fruitless 
stalks swaying in the cool night breeze. The magic of 
Blood Moss is thought to reside in its fleeting nature, for 
it is used in the spells of movement — from the simplest 
lexitation to making the very earth tremble. As harvest 
time comes each year, the merchants send runners to wait 
by the fields and gather the Blood Moss. Farmers consider 
these runners unlucky and try to chase them from their 
fields, but enough show persistence to ensure their masters 
a plentiful supply of Blood Moss to sell. 


(ack Pearl — Tfxe Black Pearl' is the most 
highly prized of ' all tfie pearls: Well- formed 
ones command a price from jewellers that would bankrupt 
a score of wizards. Yet Black Pearls are vital in the 
casting of spells that are hurled from the mage's person 
and must travel to a final destination. Fortunately for our 
profession; even rarer than a normal Black Pearl is one 
that is perfectly shaped. Most are lopsided and lack 
symmetry* — the very quality that makes the jeweller 
desire them so highly. This ensures a ready supply for the 
thaumaturge — the weaver ofmaqic. It is said that, 
unlike the ordinar)' pearl which is formed, inside an oyster 
when it seeks to protect itself from a piece of sand or grit 
the Black Pearl only forms when the seed' of the great 
pearl is yet another pearl of m uch smaller size cast adrift 
By the death of another oyster. 

iqhtshade — Not to Be confused with the 
rank-smelling plant of the same name, the 
Nightshade used in the mystic arts is an extremely rare 
mushroom that is only found in the deepest, most remote 
forests. It is said to Be qidte venomous to the touch of ad 
save those present at its harvest, thus it is never sold in 
shops and is amonq the scarcest ofmaqical reagents. To 
obtain it, one must seek in the deepest forest on the 
Blackest of niqhts when not even a moonbeam illuminates 
a single Blade of grass. I know not of the precise locations 
where this mystic fungus can be found, But there are 
rumored to Be those in the lands of Britannia that know 
this secret Its chief magical properties are connected with 
the use of poison and the creation of illusions so real that 
they can lay the mightiest warrior to the ground So rare 
is the Niqhtshade that it is primarily used in the creation 
of only the most potent of maqics. 


andrake Root — The root of the poisonous 
Mandrake plant is instantly recognizable 6y 
its human shape and' its crimson colour. It is said that the 
sap runs Blood-red when the plant is cut down in order 
to harvest die root. Lorn] prized far its narcotic and 
purqing effects when consumed in minute portions, tfie 
Mandrake Root is the most powerfid 'known substance in 
the wearing of magical spells that qive new shape to the 
very world around us. The variety of Mandrake Root 
used in the mystic arts is found only in marshy terrain, 
wfterc the root am thrust deeply into the earth. The more 
earth that must he moved to retrieve the Mandrake Root/ 
the more potent its effect in the maqic of the finder. Many 
years aqo> when our people were bu t scattered tribes of 
nomads, the Mandrake was plentiful As our people have 
tamed the land, however, and the practice of the mystic 
arts has Become refined, the Mandrake has all but 
vanished from the face of the (and we now calf Britannia. 
It is never seen in the shops of the towns and castles, and 
hardly even sold privately if found. Many of our 
profession have devoted lifetimes to the search for 
Mandrake Root without ever coming into possession of a 
single piece of it 

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These then are the. eight mystic reagents used in the 
weavinq of enchantments. Some are readily available, 
while others are costly or must Be hunted and harvested 
By the maqe that intends to use them. Guard well your 
supply of these magical components, for without them 
there can Be no magic. Use them wisely, as ye must use 
the forces that they unleash. RememBer that Magic is to 
Be used only for the cause of righteousness and for the 
greater qood. Should you use the mystic arts for personal 
gain or venqeance, Be prepared for the desertion of 
your powers. 



waken — Should you or any of your followers 
wer Be so unfortunate as to come urukr the 
influence of a maqically induced slumber, the use of a 
Spell of Awakeninq will often alleviate the condition. It is 
a simple sped which may Be cast By the Beginning student 
of the mystic arts with little effort or cost It requires the 
use of Ginsenqfor its healinq qualities and GarCic in order 
to ward off the coming of sleep until the victim 's Body has 
returned to its normal cycle of wakefulness and rest Blend 
the two reagents carefully and apply the mixture 
to the Brow of your sleeping companion and chant 
"Cevate" loudly 


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link — Many are the occasions that the 
thaumaturge needs to Be elsewhere in very 
short order and finds that neither horse nor ship nor any 
other conventional form of travel is of sufficient prompt- 
ness for the situation. Magical means of travel must then 
be used, of which the Blink spell is the most common. 
This sped disassembles the mage and companions and 
reassembles them at a spot many leagues distant in any 
chosen direction. There are means of travel that cover for 
greater distances than the Blink, but they are for more 
costly and have other limitations which we shall examine 
later in this tome. The Blink can only move the party 
distances perceptible to the mind of a common person. 

The components needed for the casting of a Blink spell 
are Spider Silk and Blood Moss. The binding powers of 
the Spider Silk prevent the essence of the travellers from 
Beituj scattered durinq transit, while the Blood Moss aids 
in the movement from one location to the next. Equal 
quantities of each reaqent ensure the proper working of 
the enchantment. The concentration required for Blinking 
is such that the speKcaster will most certainly feel die 
effects, But not be (eft exhausted 




ure — Venomous creatures abound through- 
out the lards of Britannia. Rarefy are they 
evil, nature having provided them with their sting as a 
means of defense against larger predators, but without 
proper attention wounds can fester and (ead to the death 
of a victim. Furthermore, e\il mages may cast noxious, 
poisorwus energy fields during batik or erect such barriers 
to prevent the virtuous from reaching their caches or sanc- 
tuaries. Fortunately, the great wizard Jaanth Nor devised 
a countering magic for the effects of ad venom and 
recorded his findings for future generations to use. The 
Cure sped is effected by the use of a mixture of Garlic and 
Ginseng and the calling of the victim 's name to soothe the 
envenomed souf. The curative powers of the Ginseng 
nudify the effects of the poison in the victim '$ system, 
while the use of Garlic wards off the return of any 
virulent residues that may lie dormant in the blood. 


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ispei — Orcu a/" £/k staples of the wizard's 
profession is the use of energy fields. We shall 
discuss the casting of such fields shortly, But first let us 
examine the means of dismantling them when they are 
encountered Although there are various forms of such 
fields, they are all created with a similar maqic and thus 
may Be Dispelled with a single spell. The Dispel enchant- 
ment is one of moderate difficulty, far more exhausting 
than the creation of energy fields. Often touching the field 
may prove disastrous, so the enchantment must Be cast 
from afar and thus required the use of the precious 
Black Pearl needed in all projectile spells. Furthermore, 
Sulphurous Ash is needed to provide the flash of power 
that Beings the dissolution of the forces holding the field 
together. Finally, the warding powers of Garlic are also 
employed to pre\>ent the forces from reassemBling at the 
spot where they were previously concentrated. To effect 
the spell, speak Backwards the colour of the type of 
field encountered 



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nergy Field — There are jour types of 
Energy Fields known to the practitioner of the 
mystic arts: Sleep, Poison, Fire, and Lightning. Their 
effects are varied, hut the maqic used to erect them is the 
same in each instance. Any person attempting to pass 
tlirouqh an Energy Field will run the risk of either falling 
asfeep or being poisoned in the case of the first two types; 
if the field is of Fire then their flesh shall burn as they 
pass through and they shall feel much pain andatujuish; 
while the field composed of Lightning is impenetrable. 
Tlu casting of Energy Fields is not difficu lt and requires 
only a small exertion on the part of the spcllxastcr, but the 
ffe&S are only effective in enclosed areas such as subterra- 
nean passiiqes and itiside of rooms. The reaqents necessary' 
in the castinq of these Energy Fields are Sulphurous Ash 
for the burst of creation, Spider Silk for tlie bindituj of 
fbrees to a single spot ami Black Pearl for the launching 
of the spell to a spot away from he who works the nuiqic. 
It would be a grave error indeed to cast such a spell uith 
out the latter component, for you would find yourself in 
the mutet of the field! 




irebati — When Beset upon By evil, the 
speilcaster has many offensive toots at his or 
her disposal. We have discussed some of the indirect 
magics such as Energy Fields, But there are times when 
more direct action is required There is a class of missile 
spells for such occasions, of which the FircBall sped is the 
intermediate one. Ad such spells colt for the use of the 
precious Black Peart for its power in the launching of 
projectiles. In the case of the Fire6alC Sulphurous Ash is 
also called for in equal proportion, for its powers of 
fireflash are integral to the creation cf flaming missiles. 
Speak the name of your enemy when the sped is cast and 
your aim shall Be unerring and your enemy will Be 
devastated By the flames of the magical fires. 


i_J_ TJ1 


ate TVweC — In the repertoire of teleporta- 
Hon enchantments, Gate Travel is By far the 
most powerful This is Because it not only utilizes the 
reagents and chants of most magics, But also the power cf 
the gates of the moons that control the very oceans and 
tides. The moongates are located throughout Britannia, 
and appear only at certain phases of the twin moons 
Trammel and Felucca. To cast the spell cf Gate Travel, 
one must speak the name of the moons as the reagents are 
stirred As the enchantment takes effect, the spedcaster 
and any companions will Be instantly carried to the 
location of the desired moongate. 

It has Been a longstanding tradition among the 
practitioners cf the mystic arts to zealously guard the se- 
cret cf the components of the Gate Travel spell It is said 
that revealing these reagents will seal the use of the gates 
to the one who divulged the fey. Of course, none have 
dared to speak cf them for fear of losing one cf the most 
powerful and exhausting spells in the lore of enchant- 
ment This writer is no exception to this Belief. 

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eal — One of the cornerstones of the good 
and true path of the wizard is the use of 
enchantament for beneficial ends. We have discussed the 
Cure sped which renders venom as harmless as the purest 
of welt water, hut the most common form of injury is the 
physical wound rather than the internal disruption 
Brought on By poison. Swords and talons do not discrimi- 
nate and the tools of justice are oft used for unjust 
purposes. When you or your companions have suffered 
physical injury that hath rent or seared the flesh, the Heal 
spell is invaluable. Mix similar quantities of the healing 
essence of Ginseng with integrating strength of Spider Sid 
and apply it to the wound Speak the name of the 
victim and the flesh wdlhe hastened along the road to 


cebatt — Once again, the invaluable 
Black Pearl is the key to the casting of the 
missile spells, of which the Iceballis the second most 
potent in the mage's arsenal. Unlike the previously dis- 
cussed Fireball spell, the Icebad requires only the use of 
Mandrake Root in conjunction ivith the Block Pearl The 
necromantic Mandrake wid bring the chill of the grave 
upon your enemy and the very bloodof the victim will 
freeze as if it were midwinter. Ice is heavy and the toll of 
casting this spell is equally weighty. All But the sturdiest 
of our profession will needs take rest after casting but a 
pair of these potent enchantments. Remember to speak the 
name of your intended victim as you cast the reagents 
aloft, lest your efforts be for naught 

sir - -*^-J 


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in* — There are But two enchantments more 
powerful ami difficult than the Jinx spelt, and 
But one of similar potency. When faced with a closely 
packed horde of enemies, mix together equal quantities 
of Black Pearl deadly Nightshade, and the crimson 
Mandrake Root to cast at your opponents. Call to their 
attention the vulnerability of their Sacks and weave the 
magic. They shall turn and smite each other as if each 
was alone in a crowd of mortal foes. The Black Pearl 
shall carry your spell to their very midst, while the hallu- 
cinatory might of the Nightshade will confound them 
beyond the Boundaries of common sense. Mandrake Root 
lends the power of conviction to their misconceptions. The 
duration of the enchantment is varied, But throughout its 
course the spelicaster mil Be reminded of its potency By 
the presence cf a glowing 'J" Be warned, however, that 
the casting of the Jinx spell requires great exertion. 

iff — The Kill sped is the most powerful of 
the- missik enchantments. It is the favorite of 
evil wizards and its use is prohibited by most teachers of 
the mystic- arts. Nevertheless, when faced with a foe of 
singular strength and a truly evil nature, the wise magi- 
cian wifC prepare a mixture of the highly toxic Nightshade 
and mercurial Black Pearl and speak the Truename of the 
enemy while casting the reagents toward the foe. As the 
last syllable of the chant fades, alt of the target's vital 
organs shall cease to function for the space of seven heart- 
Beats. This is usually fatal, although some bangs of 
exceptionally hardy constitution will survive a single KUl 
spell. The enchantment may he woven severed times, but 
takes a fierce toll on the energy and concentration of the 
caster. It is easier to Dispel a field of vibrant energy than 
it is to stop the functioning of a living being. 



ixjfit — The enchantment of Light is a trivial 
\one, often the very first spell acquired By 
the budding sorceror. It requires But a pinch of 
Sulphurous Ash, which is applied to the end of a staff 
and gently Blown upon until it Begins to qlow with a soft 
yellow Uqht The speUcaster must concentrate Briefly on 
the image of a candle and expend a slight amount of 
energy to start the maqical glow. From then on it will 
Burn softly until the reagent is consumed, lighting the 
underground passages where the thaumaturge treads. 
There are two principal advantages to the use of Light 
spells in place of ordinary torches: They are unaffected By 
all But magical winds or Breezes; and they do not smoke 
and cause one's eyes to smart. Many a warrior has 
suffered grievously Because his eyes were shut By the sting 
of a wealth of tears. 


agic Misstie — There are generally very 
few if any spells that are (earned early in the 
practice of wizardry which are Both useful and eagerly 
sought after By those daBBling in the mystic arts. The 
Beginning thaumaturge almost always yearns for spells 
that devastate or create startling effects. The weaving of 
weather or the mastery of short vertical tekportations do 
not impress onlookers. The one simple spell that does truly 
inspire awe at little expense to the spelkaster is the 
Magic Missile. It requires the use of two parts of 
Sulphurous Ash to one part of Black Pearl in the casting, 
and it wUt cause a tremendously Bright flash of Blue light 
to strike an enemy While not visibly marked the enemy 
will sustain a fair amount of internal damage, said By the 
cynical to Be Brought about By fright more than By 
power. The Magic Missile is a useful enchantment in 
Battle, But it is more spectacular than effective and will 
not deter most enemies larger than the spelkaster who 
wields it. 


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egate — When faced with a greater or more 
tellinq magic than one's own, the practitioner 
of the mystic arts may decide it Best for all involved to 
suspend everyone 's use of thaumaturgy for a short time. 
At this time one should invoke the powers of the Negate 
sped By mixing Garlic with its warding characteristics 
together with the exotic Mandrake ripe with mystic 
potency. To this Blend add But an equal amount of 
Sulphurous Ash to provide the spark of fusion and speak 
your own name Backwards. All magic shall instantly 
cease save the enchantment of Negation itself, which is 
manifested By the vision of a glowing "N" hovering 
Before your eyes. The Negate spell will last only a Brief 
time, which should Be used for either the annihilation of 
your enemies or for the judicious removal of your presence 
from the troubled spot. 

pen — There was once a time when all 
Beings were fair and just The principal vessel 
used for the transport of one's worldly possessions in these 
times was the wooden chest which is stiff the popular 
means. But since the cominq of the evif ones and their 
fasting inffuence on the inhabitants of our fair fond, the 
practice of placing obnoxious and sometimes lethal traps 
on the locks of chests has Become quite commonplace. 
Virtually all folk use such devices, even the denizens of the 
underworld who guard naught But ill-gotten wealth. To 
Bypass these sinister mechanisms the thaumaturge need 
But utter the chant "Appar Unem" and sprinkle a mix 
of Sulphurous Ash and Blood Moss on the offending lock. 
The flash of the Sulphurous Ash powers the movement 
potential of the Blood Moss and the lock will open itself 
safely, leavinq the contents of the chest at the disposal 
of the spellcaster 





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voice tion — There are times during the heat 
of Battle when one finds the best form of 
offense to Be naught But a good defense. When 
hard-pressed By fierce antagonists, the wise magician wift 
mix together the reagents Sulphurous Ash, Ginseng, and 
Garde and invoke the sped of Protection. The wholesome 
qualities of the Ginseng, together with the repellent 
strength of the Garfk, serve to shield the wizard and off 
companions from the onslaught of their enemies. Such 
Protection is not always effective, But may Be of great use. 
Sulphurous Ash provides the mystic fire that fuels the 
incantation, and also serves to startle one's opponents 
with an initial flash as the spell Begins to function. 
Protection is not a simple sped, But neither is it an 
exceptionally strenuous spell to cast. Its duration is short, 
and during the course of its shielding the mage will Be 
reminded of its effects By a glowing "P" hovering Before 
his or her eyes. 




esurrect — Many are the monsters and 
terrors that dwell Beneath the surface or in the 
forests and marshes of Britannia. Even groups of most 
valiant and fierce warriors are subject to losses too tragic 
to Sear. If a companion is skin By an enemy, aflis not 
lost in the presence of the most accomplished of mages. 
There exists the means to Bring Back a compatriot from 
the land of the dead— not as an unholy once-dead Being 
— But as a living, Breathing creature of flesh and Blood 
restored to life, cdBeit in an extremely weakened condition. 
Loch wizard must needs determine the components of this 
enchantment that work Best with their own magic, for 
the combination is said to Be unique to each spelkaster. 
What is known about weavinq this the most potent of all 
enchantments is that it requires the spellcaster to scatter 
the reagents to cover the victim's Body, while coding out 
the name of the slain companion in a voice of thunder. 
This magic is extraordinarily taxing, and rare is the maqe 
who can continue to weave spells without rest once this 
enchantment has Been successfully cast. 



fee|j — There are moments in the fives of 
every practitioner of the mystic arts where 
discretion is truly the Setter part of valor. Not all foes are 
truly evil and deserving of annihilation — verify, some are 
but Beasts of the field seeking provender and are entitled to 
life as much as you or I. Yet, unchecked these creatures 
pose as great a threat to one as a score of rabid ores. It is 
in such situations that the wise thamaturge weaves a 
Sleep spell and leaves his opposition in deep slumber 
whilst vacating the current location. The Sleep spell is 
truly a serious enchantment that requires a fair amount 
of mental energy to cast, But it is not of such import as to 
leave the speUcaster breathless or exhausted To send your 
foes to land of slumber, mix a double portion of 
Spider Silk with some Ginseng andcfumi Duerme" as 
you sprinkle the reagents into the air. Fear not the 
distance Between you and the intended victims, for the 
binding power of the Spider Silk will enfold them from 
afar, while the healing Ginseng will gently wrap them in 
deep sleep. 

^ - 

remor — The Tremor spell is a very -potent 
magic indeed. Few spells are as exhaustinq 
none save Resurrection have a more striking 
or dramatic effect. Carefully blend portions of 
Sulphurous Ash with Blood Moss and Mandrake Root 
and cast it at the feet of your opponents whilst shouting 
as loudly as possible. The volatile Sulphurous Ash shall 
furnish the flash of power to the mwement potential of 
the Blood Moss and the Mandrake Root wdl lend raw 
necromantic force to the spell The very earth will tremble 
and quake beneath the feet of your enemies and they mil 
fly in terror, save those that are swallowed up entirely By 
the veiy ground itself No spell in the lore of the mystic 
arts has as much power to strike fear into the hearts and 
minds of those that suffer its mighty' impact But use this 
enchantment wisely, for it will leave you as weak as a 
nmSorn babe. 

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ndead — Ever since the coming of the exnl 
wizard Mondain and his hellish offspring, the 
lands of Britannia have Been plagued By the return of 
creatures already slain. These once-dead Beinqs take many 
forms, the most common Being die animated skeletons of 
ores andgoBlins, or the ghoulish farms of flesh-eating 
corpses that have Been summoned from the (and of shades 
to nreak havoc on the living. These apparitions are cowed 
By the light of righteousness and fight as warriors in a 
trance. Nonetheless, they are hard to kilt and never tire in 
Battle and thus may jeopardize even a seasoned Band of 
adventurers. Each mage knows a form of turning diem 
aside when encountered, But die components of such 
magics are personal and depend on the spellcaster. You 
must use your knowledge of the properties of magical 
reagents to determine which two wdl (end force to Your 
enchantment of Undead turninq. When you have found 
the proper mixture, cast it at your foes while chanting the 
name of what the creatures once were when they trod the 
earth in lii 





iew — The lands that we now call Britannia 
in honor of the wise and just influence of 
Ijord British are vast in scope and hold many uncharted 
regions. Although cartographers have travelled all the 
circumference of the main continent, many internal tracts 
have yet to he accurately recorded, while there are 
numerous islands rumored to exist to the southeast with 
nan' it chart to show their location. Here the practitioner 
of the mystic arts has a great advantage over the wanderer 
or seafarer in that the View spell may be woven when the 
need arises. The View incantation is of middling difficulty 
ami involves the use of hallucinaton' Nightshade and 
powerful Mandrake Root Mandrake lends power to the 
enchantment while Nightshade provides a mystic 
overview of all the land within the range of a simple 
Blink spell Simply blend the reagents and speak out the 
name of the region through which you travel. 



ind Change — Not off Britannia is 
accessiBk on foot, and oft times the wizard 
will find the need to embark on a sea voyage to reach 
some certain destinations in the pursuit of Truth. Once 
aboard ship, most voyagers find themselves at the mercy of 
capricious nature with her ever-changing winds. This is 
not true for the practitioner of the mystic arts, however 
for through magical means one may control the very 
direction of the wind, at&eitjbr hut a short span of time. 
Wind Change is not a taxing enchantment; indeed a 
powerful wizard can cast it almost continuously 
although it is not so trivial as opening trapped chests or 
effecting minor teleportations . . . Simply mix 
Sulphurous Ash for power and Blood Moss for movement 
to coax the wind to a morefavoraBle direction. Speak the 
name of the patron of winds and call out the direction 
desired and the wind shall change at your Bidding. 




it — When trapped in the bowels of the 
ea rth, weary a nd Battered with a lonq road 
ahead to the surface, the use of an Xit (exit) spettcan be 
beneficial. This enchantment is but one of the middling 
Jbrms of teleportation, quite similar in cost and nature to 
the Blink sped It too disassembles the party/ and 
reassembles it on the surface of Britannia, and thus 
requires very similar components to the aforementioned 
Blink enchantment Aside from the moving Blood Moss 
and the binding Spider Silk which ensures the safe passage 
of the disincorporated party, Xit requires the use of 
Sulphurous Ash to provide the flare that guides the party 
from the depths of darkness to the world of sunlight. 
When costing the Xit spell, the thaumaturge should try 
to envision the actual entrance to the underworld used to 
gain the subterranean passages at the beginning of the 
expedition below ground Successful casting of the Xit 
sped will surely return them to that selfsame spot. 

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(Up) — The two most elementary forms of 
teleporuition Both have strange names and 
may he used only when underground The more difficult 
of the two is hwwm by the tetter U Y" in honor of the 
maqe Tentftak Gnor, who first crafted the enchantment 
Yenthak Gnor discovered that a blend of Blood Moss and 
Spider Silk in conjunction with the spoken names of the 
moons would cause one who utters it to be lifted upward 
through the very soil to the next highest level of a 
dungeon. The Spider Silk holds the party together during 
their transit while the Blood Moss moves them ever closer 
to the moons. 


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(Down) — The "Z" or Down spell is 
perhaps the simplest of oil the tekportation 
spells. It requires the same components as the "Y" or Up 
sped— these Beinq Blood Moss for movement and 
Spider Silk for its Binding qualities — But requires half the 
mental energy and concentration on the part of the 
spellcaster due to the natural tendency of all Bodies to 
move downward The origin of the name is uncertain, 
But it is Believed that the letter "Z" is the first letter of the 
unpronounceable Truename of the Lord of the 
Underworld a demon of much power. To effect die spell, 
the spellcaster must scatter the reagents and chant 
"Baja" in stentorian tones. The lower the tonality of 
the chant, die higher the probability of the party moving 
down one level of a dungeon. 


^ftnofri ge tljat tlje ^neieut 
^Citurgg of 'Srutl] ljail| been in tlje 
care of our sect for 3000 gears, 
^3etoer, tlfrougij tl|e passing of eaclj 
generation, tyatl] our sacreb 
custobiansfyip been betrageb. pie 
nob? enjoin tljee, guarb foell tlje 
secrets Ijelb toitljin tljese pages, 
^or ttfee, ttfeg sifall be an 
immeasureable blessing, but if tfyeg 
are retoealeb to one of tl|e 
unenliglfteneb, great Ijarm coulh 
befall fyinu ®lje proper use of tl|e 
supplications containeb faittftn 
tlfis manuscript fail! be ttfine aib in 
combating tlje cutis of tifis ioorlb* 

®lje supplications herein are 
listeb in ascenbtng orber of pofoer* 
39Rost of tljem foill be unusable 
until tlfou Ijast trob mang patljs anb 

gaineb great fnisbom- <Jf tljou 
heiiotes tl^ foljole being to ttjese 
tllrutljs, tt|0 pokier to perform 
actual miracles foill be granted 
ttjee. <As tljou art exalteb enough to 
be close to tlje (Due, tlje potoer etaen 
otoer life anb beailf mag be tfjine. 
®abe Ijceb tljat tljou boat not use 
tljese precious gifts in a friliolous 
manner, but for tlje betterment of 
tl|e orber. 

^Recettoe nofo mg blessing 
tljrouglj tlje barh taeil of time* 
Iftnofri alfaays ttfat fuiiljtn t%self 
(Erutlj bias biscobereh, anb tljat 
tljis tftrutlj forms tl|e basts of 
ungielbing pofoer, 

%\\e fropljet 



15b il takes mang forms 
tlprougljout JStasaria, anb some qi 
ttje most etotl arc tlje ^nbsab. 
J^keletons, ghouls, anb zombies 
roam free in bungeons, forests 
nnit open terrain. JUtijrtugfj 
are formibable opponent* in battle, 
tljere is a basic bleakness in tljetr 
essence* tUljese servants ai ebil 
are toesttges af former liiring 
beings noio inijabiteb bg an eiril 

^f tljou sljoulb encounter 
unbeab creatures, raise ttfg anklj 
of W>Tutl\ before tfyem* <3lf ilfou bost 
stanb strong in ttje spirit of (§oob f 
etoil sljaU be bispelleb from tfyetr 
beings anb onlg tljetr rotting 
corpses sifall remain. 

>*.-t * 





(Dften tlje cljest totfteFf tljou 
sljalt ftnb along tfyy journeys fat 11 
contain a trap, ttyr intent of £ul|irt| 
is to framage tl|ee anb tljy party. 
ig>ince ttpm bost Ifatoe ttfe innate 
ability to hnofa tlje true nature of 
etoil, tfyau can overcome tljis 

(Eo open a cljest tnitlj no risk 
of injury to tfygself or ttjy party, 
pour a feiu brops of Ijoly foater into 
tl|e lock aub tnboke tlje aib of tl|e 
©tie foljo is all Slrutl] by raising tije 
Ijoly auklj otoer tl]e cljest. ,3t ftrill 
open freely anb allofri tl|ee to grasp 
its inner treasures* 


(Ul|g pofoera far Ijealing foill be 
often neebeb. (Eljc healing of minar 
foounbs can be accomplislfeb faitl| 
tljis simple supplication. (Efjrouglj 
the channel fofyicb ttfg selfless 
betiotion creates in tfyee, ®mtlj anb 
forces of (Boob can act 5irectl|i in 
tljis fcunrift. 

|JHerelg lag tljg fyanbs upon tl|e 
one toljo is to be Ijealeb, anb l|is 
faounbs tor ill be menbeb beneatlj tbg 
touch. 3n tlje beginning tl|hte 
abilitg foil! be limiteb, but ftritlj 
ti|ine ot Ijer potoers, tljg capacity to 
act as a dealer foil! groto anb be 
strengtljeneb bu experience. 


®lje potoers of ttjtne 
enltglftment sifall grabuallg 
unfolb before tljee* "Resting at ttyy 
Irani* is the ability to enchant 
objects in a manner farlpclf fotll 
make tljem glofo. JUlplst Ifolbtng 
tljy staff aloft, repeat tfye name of 
tips enchantment. <J@otng so, tlfe 
potoer of tlje ®rutl}B faitlftn tljee 
toill cause tljy staff to glofo ftrith a 
soft blue ligl{t. 

^tftealue, Ijofoeber, tljat tips 
ligljt fotll not be long sustained 
3[or tfje pofoer brought tfyrouglj 
tl|ee unto ttyg staff fat II slofolg 
rabtate afoag anb soon ttrtll bim 
anb fabe* 


part of tljine enliglftment is 
ttfe realization tljat tljere arc no 
boimbaries. 3iUl]en tips trutlj is 
ituofon unto tljee, tlje material 
foorlb is far less limiting tljan 
orbinartly supposeb. 

As tljou bescenbetlj beeper anb 
beeper into tfye bofoels of tljc 
eartlj, tljou sljall likefoise be 
bescenbing into greater etotL 
peing ttfjjself of a goob nature, 
tips tenbs to giiie tljee a natural 
buoganqj, as if in fnaier. ^peak 
tl|e name of tips supplication 
fulfils! touching tlfg staff to tlje 
ceiling of a bungeon passage* (Hips 
faill cause tl|e ceiling to become 
translucent; il|ee anb tljg partg 
faill freelg float to tfye next Ipg^er 
bungeon letoel. 



91 lie range of tljine ability for 
spiritual movement is not limitcb 
to ascension. 3jar belotu tlje 
earths surface, anir far bclofo the 
beepest recesses of tlje beepest 
bungeon, floio tfyc molten streams 
anb riuers faljtclj feeb tlje earth's 
core. Here also rcstbes (Hlje 05rcat 
Stttil. ^uc to tbtr natural buouanco, 
bo&iufoarb trattcl is somefot]at 
more difficult anb less bcsirable 
tl|an upfoarb. 3f tifOU must 
bescenb into coil, speak tlje name of 
tl]ts supplication futjilst tapping 
tl||j staff upon tfye floor. (Elje floor 
toil! become translucent; tljee anb 
tljg party toill slofrjlg sink to tlje 
next lofoer bungeon letoel. 


3Ujts is ilje most bifftcult of 
tlje spiritual movements. <D]e 
planar motion allofaeb Ijere must 
bcqiu fait bin a bungeon chamber. 

Ulib ?Rec biffers from tlje ttoo 
prcotous supplications in the 
follofaing faau: Jnsteab of ttfc 
cartl| allofaing tl|g plftrsical form to 
pass, nofa tt[g form itself sljaU 
become translucent. As t^ou host 
fabe in one location ttjou sljalt 
slofalg appear in another. 

<£o initiate tl|is motion, speak 
tl]e name of tljis invocation fa^ilst 
circling tl|y staff aboUe tl]u l|eab. 
As tl|OU stoppetl] ttjc spinning 
staff so failt tl|g journey stop. 


Akort is a specialized form 
of pealing, poison is a Iforror all 
beings fear for faitl} it comes 
almost certain beatlj. (©nig foith 
the assistance of tl]e biutnr pohicr 
can tlfou Ijalt ttfe rauages of tljts 
great etril. 

BSHttf tt|H touelf, tlje poison 
coursing tn tlje toeins of ttfg 
companion sl|all be transformcb 
into a ltfe~gimng fluih fa^iclf 
soothes tlje bobg anfc brings peace 
unto tl|e soul. 

tUtjou can rest confident tljat 
tl|ou Ijast ftelitoereir one from tfye 
grasp of poison. ®ijis pofeer tpw 
been promised b^r tl|e Q&nc fail|ose 
covenant Ijas netoer been broken. 


(©ecastonallg buring journegs 
unto tlje lofaer beptfys of tlje 
subterranean, iljg partg mag run 
into great trouble. tEfjis cculb be 
ttfe beat!] or near beatlf of a partg 
member, starvation besieging tljg 
entire partg, or becoming lost fattlj 
little Ijope of ftnbiug tijg foag. 

<Ebis supplication is tlje 
beseecljment of tl|e greater tErutlj to 
aib tl|e foearg traveler in escaping 
bis rockg tomb. 3f tljou raisetl] 
tljo fyolg anklj into ttje air anb 
ertjetb out tt|e name of tljis 
inliocation, tljee anb tljg 
companions sljall rise fortlf from 
tlje beptljs, gutbeb bg tffe btotne 
^rutl] unto tlje J^osarian surface. 


(Efyine enligljtment Ijatlj 
expanbeb unit ftrill continue to 
unfolb like tlje star-ftUeb Ifeataens 

first ligljt tol]icl| ti$3 
(Erutl| crcaieb for tljee faas 
fooubrous inbeeb, anb luminance 
of ttft 35 sort toill continue to be of 
great sertiice to tljee, ^[Jet in orber 
to fulfill some greater neebs, more 
enburtug illumination is requireb- 

<3Jf tl|ou bost nofa mebitate on 
tljts enchantment, tl|ine entire self 
frrill rabiate fciitlj tl|e liglft of 
®rutlj. Pnoto tl|at etien ttfis Iigl|t 
cannot be sustaineb inbefinitelg, 
for it botl] brain from tl|ine ofem 
inner force* 


'(Elfe grasses Ijatie gro&m anb 
seebeb many times since iljg 
journey began. Htjou Ijast trob 
many patljs anb gaineb mucl] 
friisbom. tEfyou Ifast nofo tl|e 
pofoer to perform actual 
miracles. tHo take one faho tjas 
been stprebbeb by an opponent's 
sfoorb, tjuitoering on tlje 
ttfresljolb of beatty, anb restore 
l|im to life; lifts miracle is nofo 

prepare a small tin of fine 
scenteb oil anb ask tlfat it be 
bless eb ferity tl|e perfection anb 
holiness of (Erutlj. JVnnoint tlje 
tnounbs ftritlj life oil, allotting it to 
penetrate beeply. Pefore tljtne 
eyes tlje fleslj feiil brafo together 
anb be restoreb, anb tlfe bloab toil I 
once again begin to floio tlprouglj 
Ijis Ueins. 


3f tljou sljoulb lose tljg faa{j, 
cither in tlje gloomg cretoices af a 
bungeon, or in a bark forbibbing 
fares!, tlje miracle of ffiieba can 
ligtft tljg faag. JjKHebitatr on tl|g 
neeb for guibanre for a gooblg 
time, anb fallen tljou boat feel 
sufficientlg purifteb, rub a small 
quantity; of Mal% foater onto tljtne 

3f tljou Ijast mebttateb 
sufficiently, tlje greater tErutljs 
sljall miraculously unfolb before 
tlfine eges. ;l$iljetljer ^1 0U ar * xn a 
bungeon or on tlje surface, a toiston 
of tljg current surrounbings tetll 
come to tljee. 



<©ceasionalig tljee anb tljg 
companions foill be set upon bg 
creatures of great migi|t anb eoil. 
(Supposing tljese foes can be a 
bifficuli task at best. tElje 
liturgy of ^Irutl; protoibes also for 
ttft0 neeb. 

jftpmlb tljg partg encounter an 
etoil foe of great strength tlfou mag 
falsi] to call upon tlje miracle of 
^ixtmm. Pg Ijolhmg % l|olg 
anklj of *<Eruil| in tlje birection of 
.tl|g foe anb speaking tlje name of 
tljis great miracle, tlfou can 
hired % pure liglft of % Ifolg 
force of 9Irutl] at tljg foe, anb % 
life fatten one of ttjg foes sljall 



:-:-:-:> : :":-: : >:«:::-:-:v:v:i: : : 





(Hljine enltgljtmeni Ijatlj left 
tt|ce to step begonfr almost efcrerg 
limitation of tiffs eartl|- ,3t is 
nolo ftritljtn tljtj pokier to step into 
tlje realm of heat!} aui> brain one 
fcijo l|as been tljere engulfeb back 
into tlje fcorlb of life. 

Release tljg spirit anb allofo 
it to toenture into tlfe berg sljabofti 
of beatlf, touching life spirit of 
tl|e one foifo slumbers tljere. ;Eeab 
tl|g poor companion back from tlje 
sljabofa of fceatij anit life fcrill once 
again be Ifis. ,3f, Ifofcietier, ttfg 
companion's strength of foil! is nut 
strong enough to make tlje return 
journey, tlje backlash from tljis 
'faileh miracle fail! turn Ijis babQ 
to asljes. 






(Hhe letters fatjict| l|eab tljis 
page represent tfye seben ftiorbs of 
anti-creation- ©tyey are tl^e faorbs 
foljiclj release tlje fury of (Urutlf 
upon tt|e faorlb. £Jn entire feorb is 
etoer forttten, for styoulb eben tt|e 
letters toljtclj represent ttjeir 
sounbs be brought together on a 
page, tlje release of po&fer faaulb 
cause bestruetion of untolb 

<3f tljou stjoulb encounter a 
situation so ettil as to require 
tt|eir use, speak ttjem softly only 
to ilje air besibe tljee. 3Wost of 
tljy foes brill be struck bofan britl] a 
force so strong it toill enb tl|is 
life, anb all otljer potential liiies 
frritlfin tljenu 



©nee a bobg Ijatlf turneb to 
astj, t£|e soul tebtrit once inljabiteb 
it is sent on to its next life* 3t 
therefore takes a miracle of 
enormous magnitude to reclaim it. 

Healt2e first tljat tfyc spirit 
must leatre another bob^ anb 
another life in orbcr to return to 
tljee. r3lf tljou perceftres ttjat tije 
neeb for tt]e return of tlju 
companion is so great as to be 
tatlliug to giiie fitoe marks of tlft* 
faisbom in sacrifice, fl|eu beseedj 
ti|e ©ne fcotjo is ^Erutlj anb 

isbom. ^JUlofn a tear from earl] 
of tijine eges to fall upon the 
asijes. <As tl]g tears mix faitlj the 
aslps, so sljall tljeg reconstitute 
before tljee, anb life styall be 

c*eft/4fi<fs /Asa dooX\ 

fAe m&f GJtiltfs ucc*Aa AcJf&si > . 
Sftixe ^fi, S&fa**A /// . fa tAe 

J&/A*/*c/ J$£. ^cuvUiiff few* a, 

^&ct*#w/£ educate*/ ecAXut^u. 

(Ai<A&&£osiA fAiJtc-ttq/itu*/ t/iiA /mmjA, 

Copyright 1983 by Origin SyBfem*, Inc. 

P. O. Box 58009 
Houston. Texai 7725S